Techniques for interactive input to portable electronic devices

ABSTRACT

Techniques for providing touch input to interactive and multitasking applications are disclosed. An input surface area receives input for multiple applications including interactive applications. The input received is directed to the appropriate application based on one or more locations of the input area effectively identified when input is received. In addition, the manner in which input is received can be used to determine which application should receive the input. Input can be provided in a simple and more intuitive manner by effectively allowing the user to interact with the input area in a way that mimics or approximates a desired action. Examples of such interaction include positional, directional (e.g., rotational), press or pressure input (or movement) which can easily be provided by a thumb or a finger, for example, on a touch screen.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a divisional of U.S. application Ser. No.11/530,807, filed Sep. 11, 2006, now allowed, which claims benefit ofpriority from U.S. Provisional Patent Application No. 60/810,423, filedJun. 2, 2006, which is hereby incorporated by reference.

This application is related to: (i) U.S. Pat. No. 7,046,230, filed Jul.2, 2002, and entitled “TOUCH PAD FOR HANDHELD DEVICE,” which is herebyincorporated herein by reference; (ii) U.S. patent application Ser. No.10/722,948, filed Nov. 25, 2003, and entitled “TOUCH PAD FOR HANDHELDDEVICE,” which is hereby incorporated herein by reference; (iii) U.S.patent application Ser. No. 11/481,303, filed Jul. 3, 2006, and entitled“MEDIA MANAGEMENT SYSTEM FOR MANAGEMENT OF GAMES ACQUIRED FROM A MEDIASERVER,” which is hereby incorporated herein by reference.

BACKGROUND OF THE INVENTION

Conventional input devices (e.g., a keyboard, mouse) are used to provideinput to various application programs (applications) running (or beingexecuted) on conventional computing systems (e.g., personal computers).Generally speaking, providing input to an application program running ona mobile device (e.g., portable media player, mobile phones) poses amore difficult problem, especially when an “interactive” application(e.g., gaming application) and/or multiple applications are to besupported. Broadly speaking, applications that receive or require inputcan be characterized as “interactive” applications.

Typically, interactive applications require input in connection withdata or content displayed. The data or content displayed can becharacterized as a “scene.” In general, data or content (or scene)displayed is manipulated or controlled based on the input when aninteractive application is executed. Often, a person (or a human being)provides the input while viewing the data or content (or scene)displayed by the interactive application.

In a “multitasking” (or multiprogramming) computing environment,multiple applications are effectively supported at the same time. Thoseskilled in the art will readily appreciate that multitasking posesdifficult technical challenges, especially when an interactiveapplication is supported on a mobile device. Despite these challenges,interactive and multitasking applications have become increasingly morepopular with users of mobile devices.

Accordingly, improved techniques for providing user input to interactiveand multitasking applications would be useful.

SUMMARY OF THE INVENTION

Broadly speaking, the invention relates to improved techniques forproviding user input to interactive and multitasking computingenvironments. The invention can be implemented in numerous ways,including a method, an apparatus, a computer readable medium. Severalaspects and embodiments of the invention are discussed below.

One aspect of the invention provides a game input area (surface orplane) that can receive input for multiple applications including aninteractive application executed in connection with a scene displayed ona display. Input is directed to the appropriate application based on oneor more locations (e.g., points, positions, regions, portions) of theinput area effectively identified when input is received (e.g., wheninput is entered by a person by touching a particular position on atouch screen). In addition, the manner in which input is received (orentered) can be used to determine which application should receive theinput. By way of example, the same input area can be effectively used toreceive input from a gaming application and a non-gaming application atsubstantially the same time. More particularly, the input area for agaming application can effectively overlap or include a number oflocations that are designated for a non-gaming application (e.g., amedia playback application) and/or designated as such only if input isreceived in a particular manner (e.g., pushing or pressing of anylocation, or a particular designated location, would result in sendingthe input to non-gaming application). As such, a location on the inputarea can be designated, for example, for a gaming application if inputis received in a particular manner different than that designated forthe non-gaming application (e.g., tapping or touching the region wouldsend input to a gaming application, but pressing would result in a mediaplayer function). Accordingly, this aspect of the invention allows thesame input area to be used for multiple applications. Hence, a personcan use the same input area (e.g., a top surface or plane of a physicalinput device such as a touch screen) to multitask. In other words, theperson can, for example, play a game and exercise control over anotherapplication (e.g., media playback application) using the same inputarea.

Another aspect of the invention provides an input area that resembles orapproximates the shape of a scene (e.g., game scene) associated with anapplication (e.g., a gaming application). Typically, the scene is usedin connection with the application (e.g., a game scene is used to play agame, a record is displayed for a database program and manipulated basedon input). Further, the scene is often controlled or manipulated basedon input provided by a person. Typically, this requires one or moreobjects to be controlled or manipulated in the scene based on inputprovided. It will be appreciated that an input area that resembles orapproximates the scene allows a person to provide input in a moreintuitive way. Further, input can be provided in a simple and moreintuitive manner by effectively allowing the user to interact with theinput area in a way that mimics or approximated a desired action ormotion of an object displayed in the scene (e.g., moving a ball or bataround by mimicking the motion on the input area). Examples of suchinteractions include that can be characterized as positional,directional, rotational, pressing and/or pushing type inputs (ormovement).

It will be appreciated that these and other aspects of the invention canbe combined to realize additional benefits. In general, the inventionallows various applications to be integrated and used on devices thatare not readily suitable for supporting multiple applications at thesame time. As an example, a portable media player can be effectivelyintegrated with various other applications including gamingapplications. The media player can, for example, be used to play a gameand still behave as a media player during the game play. It will also beappreciated that media player can provide the same media presentationfunctions (e.g., play, pause, next, back) that users have becomeaccustomed to and provide them in a familiar manner. In one embodiment,a music-based game is provided on a media player. The music-based gamecan, for example, use individualized music (e.g., music owned and/orstored by an individual). It will be appreciated that a person can usethe same input area (or input device) to not only play the game but alsocontrol the music being played while the game is in progress. The gamecan be controlled by using intuitive and simple motions (e.g.,directional and/or rotational movement and/or touching a particularlocation using a thumb or finger). In one embodiment, during game play,the media player can still be controlled in the manner familiar tousers.

Other aspects and advantages of the invention will become apparent fromthe following detailed description, taken in conjunction with theaccompanying drawings, illustrating by way of example the principles ofthe invention.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will be readily understood by the followingdetailed description in conjunction with the accompanying drawings,wherein like reference numerals designate like structural elements, andin which:

FIG. 1A depicts a computing environment where first and secondapplication programs (or applications) are effectively executed by acomputing device in accordance with one embodiment of the invention.

FIG. 1B depicts an input area (surface or plane) that resembles orapproximates the scene associated with a first application in accordancewith one embodiment of the invention.

FIG. 1C depicts a method for providing input to multiple applicationprograms (or applications) using an input device in accordance with oneembodiment of the invention.

FIG. 1D depicts a method for providing input to multiple applicationprograms (or applications) in accordance with another embodiment of theinvention.

FIGS. 2A-C depict a computing environment in accordance with one or moreembodiments of the invention.

FIG. 2D depicts a method for executing an application program (orapplication) in connection with a scene in accordance with anotherembodiment of the invention.

FIGS. 3A-B depict game scenes in accordance with one or more embodimentsof the invention.

FIGS. 3C-D depict a method for playing a game on a computing device inaccordance with one embodiment of the invention.

FIG. 4A depicts a computing device in accordance with one embodiment ofthe invention.

FIGS. 4B-C depict entering input area in accordance with one or moreembodiments of the invention.

FIGS. 4D-F depict an input area in accordance with one embodiment of theinvention.

FIG. 4G depicts a method for playing a game using an input device thateffectively provides an input area that resembles a game scene inaccordance with one embodiment of the invention.

FIG. 5 depicts a rotational movement that can be used to indicate anumber within a larger range in accordance with one embodiment of theinvention

FIG. 6 depicts a media player in accordance with one embodiment of theinvention.

DETAILED DESCRIPTION OF THE INVENTION

The invention pertains to improved techniques for providing user inputto interactive and multitasking computing environments. The inventioncan be implemented in numerous ways, including a method, an apparatus, acomputer readable medium. Several aspects and embodiments of theinvention are discussed below.

One aspect of the invention provides a game input area (surface orplane) that can receive input for multiple applications including aninteractive application executed in connection with a scene displayed ona display. Input is directed to the appropriate application based on oneor more locations (e.g., points, positions, regions, portions) of theinput area effectively identified when input is received (e.g., wheninput is entered by a person by touching a particular position on atouch screen). In addition, the manner in which input is received (orentered) can be used to determine which application should receive theinput. By way of example, the same input area can be effectively used toreceive input from a gaming application and a non-gaming application atsubstantially the same time. More particularly, the input area for agaming application can effectively overlap or include a number oflocations that are designated for a non-gaming application (e.g., amedia playback application) and/or designated as such only if input isreceived in a particular manner (e.g., pushing or pressing of anylocation, or a particular designated location, would result in sendingthe input to non-gaming application). As such, a location on the inputarea can be designated, for example, for a gaming application if inputis received in a particular manner different than that designated forthe non-gaming application (e.g., tapping or touching the region wouldsend input to a gaming application, but pressing would result in a mediaplayer function). Accordingly, this aspect of the invention allows thesame input area to be used for multiple applications. Hence, a personcan use the same input area (e.g., a top surface or plane of a physicalinput device such as a touch screen) to multitask. In other words, theperson can, for example, play a game and exercise control over anotherapplication (e.g., media playback application) using the same inputarea.

Another aspect of the invention provides an input area that resembles orapproximates the shape of a scene (e.g., game scene) associated with anapplication (e.g., a gaming application). Typically, the scene is usedin connection with the application (e.g., a game scene is used to play agame, a record is displayed for a database program and manipulated basedon input). Further, the scene is often controlled or manipulated basedon input provided by a person. Typically, this requires one or moreobjects to be controlled or manipulated in the scene based on inputprovided. It will be appreciated that an input area that resembles orapproximates the scene allows a person to provide input in a moreintuitive way. Further, input can be provided in a simple and moreintuitive manner by effectively allowing the user to interact with theinput area in a way that mimics or approximated a desired action ormotion of an object displayed in the scene (e.g., moving a ball or bataround by mimicking the motion on the input area). Examples of suchinteractions include that can be characterized as positional,directional, rotational, pressing and/or pushing type inputs (ormovement).

It will be appreciated that these and other aspects of the invention canbe combined to realize additional benefits. In general, the inventionallows various applications to be integrated and used on devices thatare not readily suitable for supporting multiple applications at thesame time. As an example, a portable media player can be effectivelyintegrated with various other applications including gamingapplications. The media player can, for example, be used to play a gameand still behave as a media player during the game play. It will also beappreciated that media player can provide the same media presentationfunctions (e.g., play, pause, next, back) that users have becomeaccustomed to and provide them in a familiar manner. In one embodiment,a music-based game is provided on a media player. The music-based gamecan, for example, use individualized music (e.g., music owned and/orstored by an individual). It will be appreciated that a person can usethe same input area (or input device) to not only play the game but alsocontrol the music being played while the game is in progress. The gamecan be controlled by using intuitive and simple motions (e.g.,directional and/or rotational movement and/or touching a particularlocation using a thumb or finger). In one embodiment, during game play,the media player can still be controlled in the manner familiar tousers.

Embodiments of these aspects of the invention are discussed below withreference to FIGS. 1A-6. However, those skilled in the art will readilyappreciate that the detailed description given herein with respect tothese figures is for explanatory purposes as the invention extendsbeyond these limited embodiments.

In accordance with one aspect of the invention, an input device caneffectively provide input for multiple application programs (orapplications) during execution or runtime when the applications are bothbeing executed. To further elaborate, FIG. 1A, depicts a computingenvironment 10 where first and second application programs (orapplications) 14 and 16 are effectively executed by a computing device12 (e.g., a personal computer, laptop, mobile phone, portable mediaplayer). Referring to FIG. 1A, an input device 20 effectively providesan input area (surface or plane) 22 for receiving input for bothapplications 14 and 16. More particularly, one or more locations (e.g.,points, positions, regions, portions) 24 on the input area 22 aredesignated for receiving input for the first application program 14 wheninput is provided in a manner designated for the first application 14.By way of example, input that effectively pushes or presses on the oneor more locations 24 can be designated for the first application 14.However, it will be appreciated that input provided in a differentmanner (e.g., touching, tapping, or rubbing over) can be designated andprovided for the second application 16. Those skilled in the art willappreciate that the manner in which input can be provided can varywidely. Nevertheless, a few exemplary ways for providing input arediscussed below.

It should be noted that input device 20 is especially well suited forsituations where the first application is executed in connection with ascene 30 displayed on a display 32 of the computing environment 10. Oneexample is a gaming application where the first scene 30 is a scene fora game (game scene) where various game objects are displayed andcontrolled (or manipulated) based on the input effectively provided bythe input device 20. As another example, the first or second application(14 or 16) can be a media playback application for presentation ofmedia. In any case, it will be appreciated that the input area (orsurface) 22 can be used to effectively provide input for both the firstand second applications 14 and 16. The input can be provided to one orboth the first and second applications 14 and 16 dependent on the one ormore locations of the input area 22 effectively identified when theinput is received and/or the manner of receiving (or entering) theinput.

In accordance with another aspect of the invention, the input area 22(shown in FIG. 1A) can resemble or approximate the shape of the firstscene 30. This allows input to be provided in a more intuitive manner asa person (or human being) can easily associate the input area 22 withthe scene 30 typically displayed in connection with an application. Thebenefits of such arrangement become readily apparent for a gamingapplication where typically one or more game objects (e.g., a ball, agun, a car) are effectively controlled (e.g., moved) in a game scene. Assuch, gaming applications are further discussed below in greater detail.

To further elaborate, FIG. 1B depicts an input area (or surface) 40 thatresembles or approximates the scene 30 associated with a firstapplication 14 (e.g., gaming application). Referring to FIG. 1B, it isapparent that the scene 30 can be visually mapped to the input area 40.As a result, input associated with the first application 14 can beprovided in a more intuitive manner (e.g., by touching various points orpositions of the input area 40 that correspond to various points orpositions of the scene 30).

It should be noted that one or more locations (e.g., points, positions,portions, regions) 24 of the input area 40 can also be used to provideinput for the second application 16. Generally, input for the secondapplication 16 can be provided by interacting with a designated location(e.g., 24) of the input area 40 and/or by providing input in aparticular manner (e.g., pressing down).

FIG. 1C depicts a method 50 for providing input to multiple applicationprograms (or applications) using an input device in accordance with oneembodiment of the invention. The input device can, for example, be theinput device 20 (shown in FIG. 1A). In any case, the input deviceeffectively provides an input area (or surface) for entering input isfor multiple active applications. Referring to FIG. 1C, initially, inputis received (52). It should be noted that the input is received (orentered) in a particular manner (e.g., press, touch, rub, tab) and/or inconnection with at least one location (e.g., a point, position, portion,or region) of the input area. Next, it is determined, based on themanner of receiving (or entering) the input and/or the at least onelocation of the input area effectively identified by the input, whichone of a plurality of applications is to receive the input. Thereafter,the input is provided (56) to the appropriate application. The method 50ends after input is provided (56) to the application determined (54) tobe the appropriate application for receiving the input.

FIG. 1D depicts a method 70 for providing input to multiple applicationprograms in accordance with another embodiment of the invention.Initially, it is determined (72) whether input has been received. If itis determined (72) that input has been received, it is next determined(74) whether the input is associated with one or more locations (e.g.,points, positions, portions, regions) of an input area (or surface)designated for a first application. If it is determined (74) that theinput is associated with one or more locations designated for the firstapplication, it is then determined whether the input is provided(received or entered) in a manner designated for the first application.In effect, if it is determined (74) that the input is associated withone or more locations designated for the first application and it isdetermined (76) that the input is provided in a manner designated forthe first application, the input is provided (78) to the firstapplication. It should be noted that the order in which thedetermination (74) and (76) are made may be interchangeable or only oneof them may be necessary to determine whether to provide input to thefirst application. As one example, a system can, for example, beconfigured to send all input provided in a particular manner to a firstapplication and/or all input associated with one or more particularlocations to the first application. Those skilled in the art willunderstand other variations.

Referring back to FIG. 1D, if it is determined (74) that the input isnot associated with one or more locations for the first application orit is determined (76) that input is not provided in a manner designatedfor the first application, it is determined (80) whether toautomatically provide the input to a second application. As such, theinput can be provided (84) to the second application and the method 70can proceed to determine (72) whether another input has been received.Again, those skilled in the art will appreciate many other variationsand will readily know that the determination (80) can represent a designor programming choice. More specifically, a choice of whether toautomatically send input to the second application. Alternatively,additional checks can be made to determine (84) whether to send theinput to the second application. By way of example, based on the mannerand/or one or more locations associated with the input, it can bedetermined (84) whether to provide (82) the input to the secondapplication (or third application), and so on. Accordingly, if it isdetermined (84) to provide the input to the second application, theinput is provided (82) to the second application. Thereafter, it isdetermined (72) whether input has been received and the method 70proceeds in a same manner as described above to receive other input (72)and provide it to the appropriate application.

FIG. 2A depicts a computing environment 100 in accordance with oneembodiment of the invention. Referring to FIG. 2A, a computing system(or device) 102 effectively provides functionality labeled as an inputcomponent (or module) 104. More particularly, the input component 104effectively provides or generates an input area 110 associated with ascene or area 108 displayed on a display 103. The scene 108 can, forexample, be a part of a complete game scene displayed for a gamingapplication. As such, the scene 108 typically includes at least oneobject (e.g., ball, racket, gun, car) 113 that is controlled ormanipulated (e.g., moved) when the first application 106 is beingexecuted, for example, during game play. The object 113 can be displayedwithin and/or on a boundary of the scene 108 displayed on the display103. It should be noted that although the display 103 is depicted as aseparate component, it can be a part of the computing system 102 and/orconfigured for the computing system 102. Also, it will be appreciatedthat the input area 110 can include or can be effectively provided by aninput device 105 (e.g., touch/control pad, touch screen) which interactswith the input component or module 104. The input area 110 can also be avirtual area or an area mapped to empty space where, for example, motionis detected by one or more motion detectors. In any case, the input area110 resembles or approximates the scene 108 where one or more gameobjects 113 are to be controlled. Further, input provided can typicallyidentify one or more locations (e.g., points, positions, portions,regions) of the input area 110 and/or can be received (or entered) in aparticular manner (e.g., press, touch).

Such input can, for example, be associated with movement between firstand second locations of the input area 110. As another example, inputcan be characterized as positional input that identifies or indicates asingle location of the input area 110. In general, input identifies orindicates one or more locations of the input area 110. Referring to FIG.2A, input can, for example, be entered by a thumb or finger 111 aspositional input (e.g., by touching or tapping a particular location 115of the input area 110 effectively provided (e.g., as a part of atouchpad or touch screen). As another example, input can becharacterized as directional movement (including rotational movement)entered by the thumb or finger 111 in various directions and betweenvarious locations of the input area 110. Referring to FIG. 2A, thedirectional movement of the thumb or finger 111 in the input area 110 iseffectively mapped to movement of the game object 113 in the scene 108.As another example, “positional” movement of the thumb or finger 111 atlocation 115 effectively moves or places the game object 113 atcorresponding location of the scene 108.

Although the examples shown in FIG. 2A demonstrate mapping inputreceived in the input area 110 to movement of an object 113 in the scene108, it will be appreciated that objects can be effectively controlledor manipulated in numerous other ways based on the input received by theinput area 110. For example, positional input at location 115 of theinput area 110 can effectively identify or select a particular gameobject at a corresponding location in the scene 108. The object can thenbe controlled (e.g., deleted, moved or modified) by default and/or basedon subsequent positional and/or directional input. As such, it ispossible to implement various other functions besides movement ofobjects. In general, a scene and/or one or more objects can becontrolled or manipulated based on positional and/or directional input.However, for simplicity and ease of illustration, moving game objects inresponse to input received in a game area that effectively resembles orapproximates a game area (or scene) will be described in greater detailbelow.

Referring back to FIG. 2A, non-gaming locations (e.g., points,positions, or regions) 132 and 134 are also shown in the input area 110.It will be appreciated that the non-gaming locations 132 and 134 can bedesignated for receiving input not directly connected to the game beingplayed and/or game area (or scene) 108 being displayed. As such,locations 132 and 134 can be used to provide input for applicationsother than the game being played. Nevertheless, the locations 132 and134 can still be part of the input area 110 and/or overlap with theinput area 110, and as such, also used for playing a game (i.e., canreceive directional and/or positional input for the game). In otherwords, the thumb or finger 111 can effectively use the game input area110 to control both a game and a non-gaming application (e.g., a mediaplayer). By way of example, pressing or pushing on location 132 can beinterpreted as input for a non-gaming application, but a tap or touch onthe same location 132 can be interpreted as positional input providedfor the game and used to manipulate the scene 108. However, adirectional input (or movement) of the thumb or finger 111 over thelocation 132 (without pressing down) can be interpreted and provided asdirectional input for controlling the game if a pressing action of thelocation 132 is not detected.

To further elaborate, FIG. 2B depicts an input area 110 and a game scene(or area) 120 in accordance with one embodiment of the invention.Referring to FIG. 2B, a thumb or finger 111 can effectively input adirectional movement (e.g., right to left, left to right). In responseto the directional movement, a game object 132 is effectively controlledin the scene 120. More particularly, based on the directional movementinput by the thumb or finger 111, the game object 113 is effectivelycontrolled (e.g., moved). By way of example, directional movementbetween locations 202 and 204 of the input area 110 can be effectivelytransformed to movement of the object 132 between locations 212 and 214of the scene 120. The locations 212 and 214 can, for example, correspondto the locations 202 and 204 of the input area 110. However, it shouldbe noted that the directional movement can be interpreted in accordancewith much more complex formulas. For example, factors including thedistance between locations 202 and 204, the time it takes to completethe movement between them can be used to additionally determine thespeed and/or acceleration for moving the object 113. Further,directional movement can, for example, set the object 113 in motionuntil another input is received and/or a boundary of the scene 120 isreached.

In general, those skilled in the art will appreciate that directionalinput provided in the input area 110 can be interpreted or effectivelymapped to one or more actions, operations, method, or functions that areperformed or invoked for an object and/or on its behalf. By way ofexample, in a gaming environment, an object representing a gun can be“fired,” or “explode”. Again, for simplicity, the following examples,only illustrate movement of the objects, but those skilled in the artwill appreciate that virtually any action or operation can beimplemented, for example, by defining methods or functions for variousobjects used by an application program. It should be noted that thepositional or directional input (or movement) can also be received inthe interior of the input area 110. Referring to FIG. 2B, line 220 and222 demonstrate directional movement in the interior of input area 110which can, for example, cause movement of the game object 113 along thecorresponding lines 230 and 232 of the game scene (or area) 120. As alsoshown, input can be received as rotational input 225 in clockwise orcounter clockwise directions.

Referring now to FIG. 2C, entering positional input is depicted inaccordance with one embodiment of the invention. More specifically,positional input is effectively provided by the finger or thumb 111 inthe input area 110. Generally, the positional input can be characterizedas input that includes or effectively indicates a location (e.g., point,position, portion, region) of an input area. As such, positional inputcan be defined to be different from directional movement. By way ofexample, positional input can be defined as a tap or touch (e.g., comingin contact with an input device and/or its surface, plane or area for apredetermined amount of time). On the other hand, directional input can,for example, be defined as movement between two or more locations. Bothdirectional and positional input can be further distinguished from apress (or push) associated with a sufficient amount of pressure exertedon an input area. Referring to FIG. 2C, positional input at location 240can cause a game object 113 to move to (or appear) at a correspondinglocation 242 of the game area (or scene) 120. Similarly, positionalinput provided at location 246 can cause the object 113 to move to acorresponding location 244.

FIG. 2D depicts a method 250 for executing an application program (orapplication) in connection with a scene in accordance with anotherembodiment of the invention. The application can, for example, be aninteractive program (e.g., a game) requiring input to be entered inconnection with a scene (e.g., a game scene). In any case, an input area(or surface or plane) is determined and/or effectively initiated (252)for receiving input for the application. It should be noted that theinput area can resemble or approximate the shape of a scene displayed inconnection and/or for the application when the application is initiatedor being executed. The input area may effectively have a fixed orpredetermined shape. Alternatively, the input area may be determined ina dynamic manner and/or change as the shape of the game scene changes inorder to more closely approximate the current game scene. In any case,after the input area has been determined and/or initiated (252), inputassociated with the input area is received (254). The input isassociated or effectively identifies one or more locations (e.g.,points, positions, portions, regions) of the input area. Subsequently,the scene is controlled and/or manipulated (256) based on the one ormore locations associated with the input and/or the manner input wasreceived, and the method 250 ends. It should be noted that input canalso be received (or entered) in a particular manner. Moreover, themanner in which the input is received can also be used to control and/ormanipulate the scene.

It will be appreciated that an input device can be physically shaped toresemble a game scene or at least a part of a game scene where one ormore game objects are to be controlled. It is also possible toeffectively generate an input area (or surface) that resembles a gamescene where one or more game objects are controlled without requiringthe input device to actually (or physically) be shaped like the scene.Referring to FIG. 3A, a game scene 302 can have virtually any shape 302.One or more game objects 304 can be controlled within the game scene 302in an area 306. The area 306 is effectively mapped to an input area 308provided by a physical device 310 (e.g., input device) that may havevirtually any shape.

FIG. 3B depicts an input device 324 that resembles a game scene 322displayed on a display 320 in accordance with one embodiment of theinvention. During the game, one or more game objects 328 are controlledbased on input received by the input device 324. The input device 324can, for example, be embedded in a portable computing system (e.g.,phone, media player). In any case, the input device 324 effectivelyprovides an input area or surface 326 (e.g., an upper surface) thatresembles the game scene 322. From the perspective of a human user,input can be provided intuitively partly because the input area 326 canbe easily matched with the game area 322. In addition, the game inputarea 326 (e.g., upper surface of the input device 324) can be used bythe user to enter input for multiple applications. More particularly,the user can interact with one or more non-gaming locations (e.g.,buttons) 330 of the input area 326 in order to control a non-gamingapplication (e.g., media player).

FIG. 3C depicts a method 350 for playing a game on a computing device inaccordance with one embodiment of the invention. Initially, an inputarea (surface or plane) that resembles or approximates the shape of agame scene is determined and/or initiated (352) when the game isoperational and/or being played. Next, input associated with the inputarea is received (354). The input effectively identifies one or morelocations (e.g., points, positions, portions, regions) of the input areaand/or is received in a particular manner. Thereafter, one or more gameobjects are controlled and/or manipulated (356) based on the one or morelocations of the game scene identified by the input and the method 350ends.

Those skilled in the art will appreciate that game objects can becontrolled and/or manipulated based on various factors and techniques. Afew exemplary operations are discussed below with reference to FIG. 3D.It should be noted that one or more of these operations can be used inblock 356 of the method 350 illustrated in FIG. 3C depending on thedesired system configuration. Referring to FIG. 3D, one or morelocations of the game scene can be determined based on one or morelocations identified by the input and/or the manner of entering (orreceiving) the input. Next, one or more game objects are identified(360). These objects can, for example, be displayed in the game scene.The objects are identified (356) based on the one or more locationsassociated with input and/or corresponding locations of the game sceneand/or manner of receiving (or entering) input. Thereafter, one or moreoperations are determined (362) to be performed on the one or more gameobjects. These operations can also be determined based on the one ormore locations associated with input and/or game scene and/or mannerinput was received (or entered). Accordingly, one or more operations areperformed (362) and the method 356 ends.

To further elaborate, FIG. 4A depicts a computing device 402 inaccordance with one embodiment of the invention. The computing device402, can, for example, be a mobile device (e.g., a portable mediaplayer, mobile phone). The computing device 402 has a housing 403 thatincludes a display 406 and an input device 408. A game scene (or area)404 is displayed on the display 406 configured for the computing device402. It should be noted that the circular game scene (or area) 404resembles the shape of the input device 408 which effectively providesan input area 410. During the game, objects 412 and 414 are effectivelycontrolled based on input provided by a person who interacts with theinput device 408 and in effect the input area 410. In one embodiment,game objects 412 and 414 respectively mimic the behavior of a ball andbat. Hence, the “ball” 412 can fall toward the “bat” 414, be “hit” bythe “bat” 412 to bounce back in an opposite direction. During game play,the “bat” 414 can be moved around the circumference of the game scene404 which resembles a circle. The “Bat” 414 is used to hit the “ball”412 based on various factors (e.g., angle of contact, velocity of thebat or ball). For simplicity and ease of illustration, the inputprovided by a person can, for example, merely control (e.g., move) the“bat” 414 so that it can “hit” the “ball” 412 as it bounces back andforth in various directions and between various locations in the gamescene 404. It will be appreciated that a person can conveniently use theinput area 410 effectively provided by the input device 408 to controlthe movement of the “bat” 414 around the circumference of the circle404. More particularly, rotational input can be used to effectively movethe “bat” 414 around the circular game scene.

To further elaborate, FIGS. 4B and 4C depict entering inputs inaccordance with embodiments of the invention. More particularly, FIG. 4Bdepicts entering a directional movement as rotational movement from afirst position (P1) to a second position (P2) using a thumb or finger111 to interact with the input device 408.

Referring to FIG. 4B, in response to the rotational movement (P1-P2)around or along the circumference or edge of the input area 410 (orinput device 408), the “bat” 414 moves between the correspondinglocations DP1-DP2 of the game scene 404. It will be appreciated thatwhen the “ball” 414 is, for example, at location DP2, the person canenter a positional input that effectively moves the “bat” object 414 toa third position (DP3). Referring to FIG. 4C, a thumb or finger 111 caninput a positional input, for example, by a tap or touch at position P3to effectively move the “bat” object 414 from location DP2 to locationDP3. Hence, the person can use a combination of rotational andpositional input to intuitively control the movement of the “bat” 414 inorder to play the game.

It should also be noted that functions not directly related or connectedto the game can also be provided, for example, by one or more locations420 and 430 that are effectively activated by the finger or thumb 111.By way of example, a location 420 (shown in FIG. 4C) can be a physicalbutton or an area on a touch surface configured to be pressed or pushedby a pressing or pushing action in order to control a function (e.g.,pause, play, next, back) associated with a media player. Referring toFIG. 4C, one or more locations 420 and 430 can also be designated fornon-gaming functions (e.g., input provided to a media player for playingmusic). By way of example, a pressing input on location 430 can beeffectively interpreted as input for a media player. As such, the thumbor finger 111 can press on the location 430 (e.g., press a physicalbutton or a designated area on a touch surface) to control a mediaplayer. Again, it should be noted that the location 430 can still bepart of the input area 410 provided for gaming as it is possible toenter gaming input using rotational and positional inputs withoutactivating a non-gaming functionality (i.e. by not pressing on thelocation 430). Also, it is possible to designate, for example, alocation 431 for game play regardless of the manner input is entered.For example, a press or push on location 431 can cause a game action(e.g., cause the bat 414 to hit harder).

To further elaborate, FIGS. 4D, 4E and 4F depict an input area 452 inaccordance with one embodiment of the invention. Input area 452 includesa location 454 designated for receiving input for both a gaming and anon-gaming application. Referring to FIG. 4D, a thumb or finger 111 canpress down on the location 454 to effectively provide input to anon-gaming application, for example, a media player in (e.g., start orstop the music being played during the game). However, referring to FIG.4E, a tap or touch of the position 454 by the finger or thumb 111effectively provides positional input for a gaming application. Itshould be noted that the positional input can be on or over the location454 without sufficient pressure to cause a pressing or pushing action tobe detected. Referring to FIG. 4F, a rotational movement can touch (orgo over) the designated location 454 without sufficient pressure, so asto provide a rotational input to the gaming application.

FIG. 4G depicts a method 450 for playing a game using an input devicethat effectively provides an input area resembling the shape of a gamescene in accordance with one embodiment of the invention. Initially, thegame is initiated (451). Next, it is determined whether input associatedwith the input area resembling the game scene is received (452). If itis determined (452) that input is not received, it is determined (454)whether to end the game and the method 450 can end accordingly. Ineffect, the method 450 can wait for input or a determination (454) toend the game (e.g., by receiving a request or indication to end thegame.

If it is determined (452) that input has been received, it is determined(454) whether the input is positional (positional input). If it isdetermined (454) that the input is positional, one or more game objectscan be moved (456) to one or more corresponding locations (e.g., points,positions, portions, regions) of the game scene in response to thepositional input. However, if it is determined (454) that the input isnot positional input, it is determined (458) whether the input isdirectional (e.g., rotational) input (or movement). Consequently, one ormore game objects can be moved (460) in accordance with the directionalinput (or directional movement). By way of example, a game object can bemoved in the same direction and in a manner that mimics the directionalinput (or movement). On the other hand, if it is determined that inputis neither directional (458) nor positional input (454), it isdetermined (462) whether the input is associated with a non-gaminglocation (e.g., a location designated for applications other than thegaming application) of the input area that has been pressed (or pushed).For example, one or more buttons or selected regions of the input areacan be reserved to effectively provide input and/or control anotherapplication (e.g., a media player).

Accordingly, if it is determined (462) that a non-gaming location of theinput area has been pressed (or pushed), the input is provided (464) toanother application (e.g., a non-gaming application such as a mediaplayer). After the input has been provided (464), it is determined (454)whether to end the game and the game can end accordingly. However, if itis determined (462) that a non-gaming location is not pressed, it isdetermined (470) whether a gaming location has been pressed. Forexample, one or more buttons provided in the input area and/or selectedregions of the input areas can be reserved as one or more gaminglocations for the gaming application. In addition to positional anddirectional input mechanisms, this provides yet another convenientmechanism for providing input to the gaming application. As such, if itis determined (470) that a gaming location has been pressed, the inputis provided to the gaming application. It should be noted that if it isdetermined (470) that a gaming location has not been pressed, it isdetermined (454) whether to end the game. Although not depicted in FIG.4G, those skilled in the art will appreciate that error-checking canalso be performed to effectively verify the input. The method 450 endswhen it is determined (454) to end the game.

It will be appreciated that the directional and positional input areuseful for implementing numerous functions and applications. Directionaland positional input can be used in combination with an input area thatresembles a game scene allows a person to enter input more intuitively,thereby allowing games to be played in a more convenient manner.Further, directional and/or positional input can be used to implementfunctionalities which are difficult to implement using conventionaltechniques. By way of example, directional and/or positional input canbe provided to effectively select or identify a number within arelatively large range as required for various gaming applications. Thisrange can, for example, represent money available for betting in a pokergame. Generally, identifying or selecting a number within a relativelylarge range poses a difficult problem if the actual number is notspecifically entered (e.g., by using a keyboard to enter the number).

Referring to FIG. 5, rotational input or movement 502 can be used toindicate a number within a larger range 504 (e.g., 1 to 10^(n), wheren≧6). Those skilled in the art will appreciate that one or more factorsincluding: the direction, distance traveled, speed and accelerationassociated with a directional input or movement can be used toeffectively determine a number within the range 504. By way of example,a relatively slow rotational movement over a relatively small distancemay indicate incrementing by one (1) which would result in updating anumber provided and displayed on a display 506 (e.g., updating thenumber displayed by one). Accordingly, rotational input can be used toeffectively increment by one (1) to reach the desired number. However,rotational input or movement 502 extending over relatively largerdistances and/or provided relatively faster can be used to effectivelyincrement by larger amounts, for example, tens or hundreds, and so on.Similarly, rotational input or movement 502 can effectively decrement insmall or larger amounts. It should be noted that a “rounding off” effectcan also be provided to effectively round off the selected number asdeemed appropriate. By way of example, starting at number 20, relativelyslower rotational movement can initially increment by one's to yield thenumber 27. Subsequently, relatively larger rotational movement canresult in increasing the number by a relatively larger increment, namely10. However, rather than yielding the numbers 37 and 47, the roundingoff effect may result in increasing the number to 40, 50, and so on.Those skilled in the art will appreciate it that such rounding off canbe implemented in accordance with various schemes and/or inconsideration of the particular application or game. As such, thetechnique used for a particular type of poker game may differ from thatused for a different type of game and/or can be customized by userdepending on his or her preference.

In one embodiment, input area 501 can also represent a range. Hence,positional movement may be used to select a number within the range 504.By way of example, touching or tapping an area or region 508 caneffectively select the halfway point within the range 504. Subsequently,directional movement 502 can effectively increment or decrement by ones,tens, hundreds, thousands and so on. Rotational input covering orextending over a boundary location 510 can effectively select the lastnumber in the range (e.g., bet all the money available). Also,rotational movement may in effect start an incrementing or decrementingprocess that can continue as long as desired or until the end of therange 504 is reached. This process may be at a constant rate oraccelerating as time goes by. For example, a right (or clockwise)rotational movement can increment by one, then effectively accelerate toincrement by tens, hundreds or more. This increment can continue as longas a finger or thumb maintains contact with the input area ordirectional movement in the opposite direction is received, therebyallowing a person to select “1500,” “25,000,” or “5,000,000” effectivelyby entering one or more rotational movements.

It should be noted that a “filtering” mechanism can be used toeffectively ignore input (e.g., small amount of rotational movement). Byway of example, a relatively small amount of movement associated withinitiation or termination of rotational movement can be ignored.Typically, this type of movement can be expected and accounted for wheninput is provided by a human being. As such, the filtering mechanism caneffectively ignore movement that can be considered to be unintendedand/or a byproduct of the intended rotational movement.

As noted above, an input area allows input to be provided for multipleapplications in accordance with one aspect of the invention. This allowsfor integration of various applications. One embodiment of the inventioneffectively integrates a media player with gaming applications. FIG. 6depicts a media player 600 in accordance with one embodiment of theinvention. The media player 600 can, for example, be provided as anApple iPod® media player (available from Apple Computer, Inc.) thatprovides a media player for playing music and/or viewing media (e.g.,movies). An input device 602 effectively provides a circular input area(surface or plane) extending over various designated locations 604, 606,608 and 610 which can be implemented as selectable areas. As such, theseselectable areas can be used to control the media player (e.g., pause,play, forward and backward functions for a media player) and/or mediarelated functions, such as, for example, browsing menus or directoriesto select or download media files. In addition, the media player 600also provides the ability to play music-based games. These music-basedgames can, for example, be used based on media content available toand/or stored by the media player 600. Hence, games can be tailored orindividualized for different individuals based on digital media selectedby users and/or generally familiar to them. By way of example, musicfiles (audio digital files) stored on the media player 600 for aparticular user can be used to play a music trivia game where a song isplayed and the person playing the game is prompted to identify the songand/or answer a question about the song (e.g., what year it wasreleased).

Referring to FIG. 6, information about songs 1 and 2 are displayed whileone of the songs is played. The user (or person) playing the game canthen select one of the songs as the correct song by entering arotational movement 612 in the direction of one of displayed songs (song1 and 2). A timer 614 can display the time available for making theselection. A selection can be made by providing rotational and/orpositional input. By way of example, a right (or clockwise) directionalmovement may effectively reach far enough to effectively select thesecond song (song 2). As another example, a relatively short directionalmovement to the right can effectively start the selection of song 2 asthe right arrow 616 appears to become continuously filled to demonstratethe process of selecting the second song (song 2). However, directionalmovement 612 to the left (or counter-clockwise) can reverse the processand effectively result in filing the left arrow 618 in order toeventually cause the selection of the first song (song 1). It will beappreciated that a relatively quick and/or long directional movement 612to the left can abruptly reverse the process of selecting the secondsong (song 2) and/or in effect immediately select the first song (song1). It should be noted that while the game is being played the personplaying the game can still use the selectable areas 604, 606, 608 and610 to control the media-player. In other words, the person can play themusic-based game by interacting via rotational and/or positional inputand also control the music being played using a familiar interface.Furthermore, the direction, extent, and/or manner of entering rotationalinput can be effectively used to allow games to be played in a simpleand more intuitive manner.

The following applications are hereby incorporated herein by referencein their entirety for all purposes: (i) U.S. patent application Ser. No.11/144,541, filed Jun. 3, 2005, and entitled “TECHNIQUES FOR PRESENTINGSOUND EFFECTS ON A PORTABLE MEDIA PLAYER,” (ii) U.S. patent applicationSer. No. 11/530,846, filed Sep. 11, 2006, and entitled “ALLOWING MEDIAAND GAMING ENVIRONMENTS TO EFFECTIVELY INTERACT AND/OR AFFECT EACHOTHER,” (iii) U.S. patent application Ser. No. 11/530,767, filed Sep.11, 2006, and entitled “INTEGRATION OF VISUAL CONTENT RELATED TO MEDIAPLAYBACK INTO NON-MEDIA-PLAYBACK PROCESSING,” (iv) U.S. patentapplication Ser. No. 11/530,768, filed Sep. 11, 2006, and entitled“INTELLIGENT AUDIO MIXING AMONG MEDIA PLAYBACK AND AT LEAST ONE OTHERNON-PLAYBACK APPLICATION,” and (v) U.S. patent application Ser. No.11/530,773, filed Sep. 11, 2006, and entitled “PORTABLE MEDIA PLAYBACKDEVICE INCLUDING USER INTERFACE EVENT PASSTHROUGH TO NON-MEDIA-PLAYBACKPROCESSING”.

The various aspects, features, embodiments or implementations of theinvention described above can be used alone or in various combinations.

The many features and advantages of the present invention are apparentfrom the written description and, thus, it is intended by the appendedclaims to cover all such features and advantages of the invention.Further, since numerous modifications and changes will readily occur tothose skilled in the art, the invention should not be limited to theexact construction and operation as illustrated and described. Hence,all suitable modifications and equivalents may be resorted to as fallingwithin the scope of the invention.

1. An input device for receiving input associated with multipleapplications, wherein said input device effectively provides an inputsurface (or area) for entering input when said input device isoperatively connected to a computing system, and wherein when said inputdevice is operatively connected to a computing system: at least onepoint, position, portion, and/or region of said input surface can bedesignated to receive input for a first application when said input isprovided in a first manner, and said at least one point, portion, and/orregion of said input surface can be designated to receive input for asecond application when said input is provided in a second manner thatis different and/or distinguishable from said first manner.